Island Cocaine Production by KuzQuality
Harvest, stomp, cook and refine on a private island off the coast
Transform your FiveM server into a thriving economy with our collection of professional FiveM jobs scripts. Whether you're building a serious roleplay community or a casual gaming server, our FiveM job packs provide the foundation for immersive player experiences and engaging gameplay.
Harvest, stomp, cook and refine on a private island off the coast
Build every eatery in the city from one resource
Several showrooms, each with its own job, stock and sales list
The job your server needs and nobody has written yet
Quiet, legal money for players who like the countryside
One script behind every kitchen in the city
Put real staff behind the counter of the busiest restaurant in town
An economy your players build, staff and supply themselves
Brew, serve and deliver across the city from the Bean Machine
The mechanic plugs in and finds out, and stops guessing
Hold a doorway, push a crowd or leave cover behind for your team
The patient lives or dies by what the doctor does with their hands
A big menu, a working kitchen and a reason to leave the building
Loading the car is the job, and everyone nearby can watch it happen
Staff the bar, serve the floor and run the club from the boss office
A quiet hobby until the tournament timer starts
A legal job with a chase in it, from desert coyotes to city cats
A sale has a salesperson, a tablet, a test drive and a delivery
Open a staffed rock bar tonight without buying a map
Build a garage from an in game menu and put real stock on its shelves
Pour pints, rack up shots and feed the snake in the back office
Blow the horn, follow the radar and bring the carcass home on the trunk
Automated lots, player run lots and vehicle photos made in seconds
A used car market run by your players, with every mod still fitted
Where several sellers have built the same career, they rarely build it the same way. One tow job is a list of waypoints, another syncs the ropes and expects the driver to actually load the car. One restaurant job is a counter and a menu, another runs prep, stock and a kitchen line. Read both product pages against how much attention your players give a shift, because the deeper version is wasted on a server where the job is a two minute money loop.
A career with stock, tools, wear and a boss menu needs somebody to run the business side. If your server does not have players who enjoy that, a simpler job that pays honestly will get more use. The middle ground, and usually the right answer, is one deep career for the role people actually roleplay and simple ones everywhere else.
Several sellers list in game builders rather than finished careers. They are the answer when the role you want does not exist: place the interaction points, set the grades, and the work is defined without waiting for somebody to write it. They are also how you keep a career that was built for another server from dictating your map.
A career resource touches money, jobs, grades and often the inventory. Confirm it can be pointed at the job names you already use, that it pays through the same banking resource as everything else, and that its items register with your inventory. Those three checks prevent most of the conflicts a new job causes.
Yes. Keep the job names and grades consistent with the ones your framework already defines, and confirm each resource pays through the same banking resource.
A finished career ships the locations, the work and the progression. A builder gives you the interaction points and the grade rules so you can define the role yourself, which suits servers with a map or an economy that does not match the defaults.
Anything that gives out items depends on your inventory resource. The supported ones are listed on each product page, and metadata support matters if the job hands over tools or stacked goods.